- Removed lots of spc_* cvars that are no longer meaningful and changed
spc_amp from a x.4 fixed point number to a normal float. - Switched SPC playback from the external SNESAPU.DLL to Blargg's LGPL snes_spc library. I've compiled it with the fast DSP rather than the highly accurate one, since I didn't notice a meaningful difference between the two in my limited testing. In short: SPC playback is now built in to ZDoom. You don't need to download anything extra to make it work, and it also works on Linux as well as Windows (though building with Linux is currently untested). - Fixed: Stereo separation was calculated very wrongly when in 2D sound mode. SVN r794 (trunk)
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48 changed files with 9433 additions and 771 deletions
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@ -295,6 +295,16 @@ void FGameConfigFile::DoGlobalSetup ()
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vsync->ResetToDefault ();
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}
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}
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if (last < 206)
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{ // spc_amp is now a float, not an int.
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FBaseCVar *amp = FindCVar ("spc_amp", NULL);
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if (amp != NULL)
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{
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UCVarValue val = amp->GetGenericRep(CVAR_Float);
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val.Float /= 16.f;
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amp->SetGenericRep(val, CVAR_Float);
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}
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}
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}
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}
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}
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